
struct VS_IN
{
	float3 position : POSITION;
	float3 normal	: NORMAL;
	float3 tangent : TANGENT;
	float2 tex		: TEX_COORDS;
};

struct VS_OUT
{
	float4 position : SV_POSITION;
};

float4x4 m_L_WorldViewProj;

VS_OUT VS(VS_IN vin)
{
	VS_OUT vout;
	vout.position = mul(float4(vin.position, 1.0f), m_L_WorldViewProj);
	return vout;
}


technique10 Shadow_Mapping
{
	pass P0
	{
		SetVertexShader ( CompileShader (vs_4_0, VS() ) );
		SetGeometryShader( NULL);
		SetPixelShader  ( NULL );
	}
}